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0f409ddb08
...
4aa139be24
25
.gitattributes
vendored
25
.gitattributes
vendored
@ -1,8 +1,8 @@
|
|||||||
* text=auto
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* text=auto
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||||||
# Unity files
|
# Unity files
|
||||||
*.meta -text merge=unityyamlmerge diff
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*.meta -text merge=unityyamlmerge diff
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||||||
*.unity filter=lfs diff=lfs merge=lfs -text
|
*.unity -text merge=unityyamlmerge diff
|
||||||
*.asset filter=lfs diff=lfs merge=lfs -text
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*.asset -text merge=unityyamlmerge diff
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||||||
*.prefab -text merge=unityyamlmerge diff
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*.prefab -text merge=unityyamlmerge diff
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||||||
*.mat -text merge=unityyamlmerge diff
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*.mat -text merge=unityyamlmerge diff
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||||||
*.anim -text merge=unityyamlmerge diff
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*.anim -text merge=unityyamlmerge diff
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||||||
@ -79,24 +79,3 @@
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|||||||
*.tar filter=lfs diff=lfs merge=lfs -text
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*.tar filter=lfs diff=lfs merge=lfs -text
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||||||
*.exr filter=lfs diff=lfs merge=lfs -text
|
*.exr filter=lfs diff=lfs merge=lfs -text
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||||||
*.hdr filter=lfs diff=lfs merge=lfs -text
|
*.hdr filter=lfs diff=lfs merge=lfs -text
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||||||
*.cubemap filter=lfs diff=lfs merge=lfs -text
|
|
||||||
*.assets filter=lfs diff=lfs merge=lfs -text
|
|
||||||
*.resS filter=lfs diff=lfs merge=lfs -text
|
|
||||||
*.dylib filter=lfs diff=lfs merge=lfs -text
|
|
||||||
*.tar.7z filter=lfs diff=lfs merge=lfs -text
|
|
||||||
*.f8 filter=lfs diff=lfs merge=lfs -text
|
|
||||||
Assets/_PROJECT/Components/Portals2/New[[:space:]]Cubemap.cubemap filter=lfs diff=lfs merge=lfs -text
|
|
||||||
Assets/_PROJECT/Other/Delta[[:space:]](Toomas)[[:space:]]v3.blend filter=lfs diff=lfs merge=lfs -text
|
|
||||||
Assets/_PROJECT/Other/Delta[[:space:]](Toomas)[[:space:]]v3.blend1 filter=lfs diff=lfs merge=lfs -text
|
|
||||||
Assets/_PROJECT/Scenes/DeltaBuilding_base/LightingData.asset filter=lfs diff=lfs merge=lfs -text
|
|
||||||
Build/DeltaVR_Data/level0 filter=lfs diff=lfs merge=lfs -text
|
|
||||||
Build/DeltaVR_Data/sharedassets0.assets filter=lfs diff=lfs merge=lfs -text
|
|
||||||
Build/DeltaVR_Data/sharedassets0.assets.resS filter=lfs diff=lfs merge=lfs -text
|
|
||||||
Library/Artifacts/6e/6e8680668429d5a691eb5372cd18a3f8 filter=lfs diff=lfs merge=lfs -text
|
|
||||||
Library/PackageCache/com.unity.burst@1.8.3/.Runtime/libburst-llvm-14.dylib filter=lfs diff=lfs merge=lfs -text
|
|
||||||
Library/PackageCache/com.unity.toolchain.win-x86_64-linux-x86_64@2.0.4/data~/payload.tar.7z filter=lfs diff=lfs merge=lfs -text
|
|
||||||
Library/PlayerDataCache/Win64/Data/level0 filter=lfs diff=lfs merge=lfs -text
|
|
||||||
Library/PlayerDataCache/Win64/Data/sharedassets0.assets filter=lfs diff=lfs merge=lfs -text
|
|
||||||
Library/PlayerDataCache/Win64/Data/sharedassets0.assets.resS filter=lfs diff=lfs merge=lfs -text
|
|
||||||
Assets/_PROJECT/Scenes/DeltaBuilding_base.unity filter=lfs diff=lfs merge=lfs -text
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|
||||||
*.ext filter=lfs diff=lfs merge=lfs -text
|
|
||||||
|
BIN
Assets/DefaultPrefabObjects.asset
(Stored with Git LFS)
BIN
Assets/DefaultPrefabObjects.asset
(Stored with Git LFS)
Binary file not shown.
@ -158,7 +158,6 @@ namespace FishNet.Discovery
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|||||||
/// </summary>
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/// </summary>
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||||||
public void StartAdvertisingServer()
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public void StartAdvertisingServer()
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||||||
{
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{
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||||||
//Debug.Log("NetworkDiscovery is advertizing on port " + port);
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||||||
if (!InstanceFinder.IsServer)
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if (!InstanceFinder.IsServer)
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||||||
{
|
{
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||||||
if (NetworkManager.StaticCanLog(LoggingType.Warning)) Debug.LogWarning("Unable to start advertising server. Server is inactive.", this);
|
if (NetworkManager.StaticCanLog(LoggingType.Warning)) Debug.LogWarning("Unable to start advertising server. Server is inactive.", this);
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||||||
@ -185,7 +184,7 @@ namespace FishNet.Discovery
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|||||||
EnableBroadcast = true,
|
EnableBroadcast = true,
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||||||
MulticastLoopback = false,
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MulticastLoopback = false,
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||||||
};
|
};
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||||||
//Debug.Log("UDP = " + _serverUdpClient.ToString());
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||||||
Task.Run(AdvertiseServerAsync);
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Task.Run(AdvertiseServerAsync);
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||||||
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||||||
if (NetworkManager.StaticCanLog(LoggingType.Common)) Debug.Log("Started advertising server.", this);
|
if (NetworkManager.StaticCanLog(LoggingType.Common)) Debug.Log("Started advertising server.", this);
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||||||
@ -209,13 +208,11 @@ namespace FishNet.Discovery
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|||||||
{
|
{
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||||||
while (_serverUdpClient != null)
|
while (_serverUdpClient != null)
|
||||||
{
|
{
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||||||
|
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||||||
await Task.Delay(TimeSpan.FromSeconds(discoveryInterval));
|
await Task.Delay(TimeSpan.FromSeconds(discoveryInterval));
|
||||||
|
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||||||
UdpReceiveResult result = await _serverUdpClient.ReceiveAsync();
|
UdpReceiveResult result = await _serverUdpClient.ReceiveAsync();
|
||||||
Debug.Log("Awaiting for server");
|
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||||||
string receivedSecret = Encoding.UTF8.GetString(result.Buffer);
|
string receivedSecret = Encoding.UTF8.GetString(result.Buffer);
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Debug.Log(receivedSecret);
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||||||
|
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||||||
if (receivedSecret == secret)
|
if (receivedSecret == secret)
|
||||||
{
|
{
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||||||
@ -224,7 +221,6 @@ namespace FishNet.Discovery
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|||||||
await _serverUdpClient.SendAsync(okBytes, okBytes.Length, result.RemoteEndPoint);
|
await _serverUdpClient.SendAsync(okBytes, okBytes.Length, result.RemoteEndPoint);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
Debug.Log("_serverUdpClient == null");
|
|
||||||
}
|
}
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||||||
|
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||||||
#endregion
|
#endregion
|
||||||
@ -242,7 +238,6 @@ namespace FishNet.Discovery
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|||||||
//
|
//
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||||||
// return;
|
// return;
|
||||||
// }
|
// }
|
||||||
Debug.Log("NetworkDiscovery is searching");
|
|
||||||
|
|
||||||
if (InstanceFinder.IsClient)
|
if (InstanceFinder.IsClient)
|
||||||
{
|
{
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||||||
|
@ -1,144 +0,0 @@
|
|||||||
using FishNet;
|
|
||||||
using FishNet.Discovery;
|
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using System.Collections;
|
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using System.Collections.Generic;
|
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using System.Net;
|
|
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using TMPro;
|
|
||||||
using UnityEngine;
|
|
||||||
using UnityEngine.UI;
|
|
||||||
|
|
||||||
public class NetworkMenuUI : MonoBehaviour
|
|
||||||
{
|
|
||||||
[Header("UI References")]
|
|
||||||
public Button startPlayingButton;
|
|
||||||
public Button joinMultiplayerButton;
|
|
||||||
public Transform serverListContainer;
|
|
||||||
public GameObject serverListItemPrefab;
|
|
||||||
public TMP_Text statusText;
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|
||||||
|
|
||||||
[Header("Networking")]
|
|
||||||
public NetworkDiscovery networkDiscovery;
|
|
||||||
public Camera uiCamera; // Optional, disable if connecting
|
|
||||||
|
|
||||||
private readonly List<IPEndPoint> foundServers = new();
|
|
||||||
|
|
||||||
private void Start()
|
|
||||||
{
|
|
||||||
if (networkDiscovery == null)
|
|
||||||
networkDiscovery = FindObjectOfType<NetworkDiscovery>();
|
|
||||||
|
|
||||||
startPlayingButton.onClick.AddListener(OnStartPlaying);
|
|
||||||
joinMultiplayerButton.onClick.AddListener(OnJoinMultiplayer);
|
|
||||||
|
|
||||||
networkDiscovery.ServerFoundCallback += OnServerFound;
|
|
||||||
}
|
|
||||||
|
|
||||||
private void OnStartPlaying()
|
|
||||||
{
|
|
||||||
statusText.text = "Starting host...";
|
|
||||||
StartCoroutine(HostAndSearchRoutine());
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
private void OnJoinMultiplayer()
|
|
||||||
{
|
|
||||||
statusText.text = "Searching for servers...";
|
|
||||||
ClearServerList();
|
|
||||||
foundServers.Clear();
|
|
||||||
networkDiscovery.StartSearchingForServers();
|
|
||||||
}
|
|
||||||
|
|
||||||
private void OnServerFound(IPEndPoint endPoint)
|
|
||||||
{
|
|
||||||
if (foundServers.Contains(endPoint)) return;
|
|
||||||
foundServers.Add(endPoint);
|
|
||||||
|
|
||||||
// Auto-join if started as host
|
|
||||||
if (InstanceFinder.IsServer)
|
|
||||||
{
|
|
||||||
//networkDiscovery.StopAdvertisingServer();
|
|
||||||
networkDiscovery.StopSearchingForServers();
|
|
||||||
|
|
||||||
uiCamera.enabled = false;
|
|
||||||
|
|
||||||
InstanceFinder.ClientManager.StartConnection("192.168.42.212");
|
|
||||||
statusText.text = $"Joined server: {endPoint.Address}";
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
|
|
||||||
// Display in UI for manual joining
|
|
||||||
GameObject item = Instantiate(serverListItemPrefab, serverListContainer);
|
|
||||||
TMP_Text label = item.GetComponentInChildren<TMP_Text>();
|
|
||||||
label.text = endPoint.Address.ToString();
|
|
||||||
|
|
||||||
Button btn = item.GetComponent<Button>();
|
|
||||||
btn.onClick.AddListener(() =>
|
|
||||||
{
|
|
||||||
networkDiscovery.StopSearchingForServers();
|
|
||||||
if (uiCamera != null) uiCamera.enabled = false;
|
|
||||||
InstanceFinder.ClientManager.StartConnection(endPoint.Address.ToString());
|
|
||||||
statusText.text = $"Joined server: {endPoint.Address}";
|
|
||||||
});
|
|
||||||
}
|
|
||||||
private Coroutine joinRoutine;
|
|
||||||
|
|
||||||
private IEnumerator HostAndSearchRoutine()
|
|
||||||
{
|
|
||||||
// Step 1: Start hosting
|
|
||||||
InstanceFinder.ServerManager.StartConnection();
|
|
||||||
|
|
||||||
// Step 2: Start advertising
|
|
||||||
yield return new WaitForSeconds(0.5f); // Let the server settle
|
|
||||||
networkDiscovery.StartAdvertisingServer();
|
|
||||||
|
|
||||||
// Step 3: Begin searching
|
|
||||||
yield return new WaitForSeconds(0.5f); // Let advertisement initialize
|
|
||||||
networkDiscovery.StartSearchingForServers();
|
|
||||||
|
|
||||||
// Step 4: Try to find and join a better server
|
|
||||||
yield return new WaitForSeconds(0.5f); // Give discovery a moment
|
|
||||||
StartJoinRoutine();
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
public void StartJoinRoutine()
|
|
||||||
{
|
|
||||||
if (joinRoutine != null) StopCoroutine(joinRoutine);
|
|
||||||
joinRoutine = StartCoroutine(TryJoinServerRepeatedly());
|
|
||||||
}
|
|
||||||
|
|
||||||
private IEnumerator TryJoinServerRepeatedly()
|
|
||||||
{
|
|
||||||
float timeout = 10f;
|
|
||||||
float timer = 0f;
|
|
||||||
|
|
||||||
while (timer < timeout)
|
|
||||||
{
|
|
||||||
if (foundServers.Count > 0)
|
|
||||||
{
|
|
||||||
var firstServer = foundServers[0];
|
|
||||||
//networkDiscovery.StopAdvertisingServer();
|
|
||||||
networkDiscovery.StopSearchingForServers();
|
|
||||||
InstanceFinder.ClientManager.StartConnection(firstServer.Address.ToString());
|
|
||||||
statusText.text = $"Joined server: {firstServer.Address}";
|
|
||||||
yield break;
|
|
||||||
}
|
|
||||||
|
|
||||||
statusText.text = $"Searching for servers... ({Mathf.FloorToInt(timer)}s)";
|
|
||||||
yield return new WaitForSeconds(1f);
|
|
||||||
timer += 1f;
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
statusText.text = "No servers found. Acting as host.";
|
|
||||||
// You can optionally start your own server here
|
|
||||||
}
|
|
||||||
|
|
||||||
private void ClearServerList()
|
|
||||||
{
|
|
||||||
foreach (Transform child in serverListContainer)
|
|
||||||
{
|
|
||||||
Destroy(child.gameObject);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
@ -1,261 +0,0 @@
|
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(Stored with Git LFS)
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@ -1,50 +0,0 @@
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using System.Collections;
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||||||
using System.Collections.Generic;
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||||||
using UnityEngine;
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||||||
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public class CameraMovement : MonoBehaviour
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||||||
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private Camera cam;
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||||||
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void Start()
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{
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cam = GetComponentInChildren<Camera>();
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||||||
void LateUpdate()
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||||||
{
|
|
||||||
if(target == null)
|
|
||||||
return;
|
|
||||||
|
|
||||||
Vector3 targetPositon = target.position;
|
|
||||||
if (map != null)
|
|
||||||
{
|
|
||||||
targetPositon = map.ClampPosition(targetPositon,
|
|
||||||
new Vector2(cam.orthographicSize * cam.aspect, cam.orthographicSize));
|
|
||||||
}
|
|
||||||
|
|
||||||
transform.position = Vector3.MoveTowards(transform.position, targetPositon, speed * Time.deltaTime);
|
|
||||||
}
|
|
||||||
|
|
||||||
public void SetTarget(Transform newTarget)
|
|
||||||
{
|
|
||||||
target = newTarget;
|
|
||||||
}
|
|
||||||
|
|
||||||
public void JumpToTarget()
|
|
||||||
{
|
|
||||||
if(target == null)
|
|
||||||
return;
|
|
||||||
|
|
||||||
transform.position = target.position;
|
|
||||||
}
|
|
||||||
}
|
|
@ -1,24 +0,0 @@
|
|||||||
//Command.cs
|
|
||||||
using UnityEngine;
|
|
||||||
|
|
||||||
public abstract class Command
|
|
||||||
{
|
|
||||||
public abstract KeyCode Key { get; set; }
|
|
||||||
public abstract string Description { get; }
|
|
||||||
|
|
||||||
/*
|
|
||||||
Todo:
|
|
||||||
1. Add an abstract Execute method with an argument for receiver.
|
|
||||||
For your consideration:
|
|
||||||
What would make for a good Execute receiver parameter?
|
|
||||||
Should we try to limit the receiver types?
|
|
||||||
How precisely can we limit the receiver's type?
|
|
||||||
Could we move the receiver into command data instead?
|
|
||||||
What are the benefits of either approach? Which works best here?
|
|
||||||
*/
|
|
||||||
|
|
||||||
/*
|
|
||||||
2. Create a MoveCommand class, which executes Walk method in TileBasedMovement component.
|
|
||||||
Execute method of this command should call the Walk(Vector3 direction) method of GridMovement.
|
|
||||||
*/
|
|
||||||
}
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|
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assetBundleVariant:
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@ -1,34 +0,0 @@
|
|||||||
using System.Collections;
|
|
||||||
using System.Collections.Generic;
|
|
||||||
using UnityEngine;
|
|
||||||
using UnityEngine.UI;
|
|
||||||
|
|
||||||
public class ControlCard : MonoBehaviour
|
|
||||||
{
|
|
||||||
|
|
||||||
public Command MyCommand;
|
|
||||||
|
|
||||||
[SerializeField] private Text description;
|
|
||||||
[SerializeField] private Text key;
|
|
||||||
|
|
||||||
private RebindMenu rebindMenu;
|
|
||||||
|
|
||||||
public void Populate(Command command, RebindMenu rebindMenu)
|
|
||||||
{
|
|
||||||
this.rebindMenu = rebindMenu;
|
|
||||||
MyCommand = command;
|
|
||||||
Refresh();
|
|
||||||
}
|
|
||||||
|
|
||||||
public void Rebind()
|
|
||||||
{
|
|
||||||
rebindMenu.Open(this);
|
|
||||||
}
|
|
||||||
|
|
||||||
public void Refresh()
|
|
||||||
{
|
|
||||||
description.text = MyCommand.Description;
|
|
||||||
key.text = MyCommand.Key.ToString();
|
|
||||||
}
|
|
||||||
|
|
||||||
}
|
|
@ -1,11 +0,0 @@
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@ -1,48 +0,0 @@
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|||||||
using System.Collections;
|
|
||||||
using System.Collections.Generic;
|
|
||||||
using UnityEngine;
|
|
||||||
|
|
||||||
public class ControlsMenu : MonoBehaviour
|
|
||||||
{
|
|
||||||
|
|
||||||
[Header("Widgets")]
|
|
||||||
[SerializeField] private GameObject mainPanel;
|
|
||||||
[SerializeField] private GameObject scrollContent;
|
|
||||||
[SerializeField] private RebindMenu rebindMenu;
|
|
||||||
|
|
||||||
[Header("Prefabs")]
|
|
||||||
[SerializeField] private ControlCard controlCardPrefab;
|
|
||||||
|
|
||||||
private InputHandler inputHandler;
|
|
||||||
|
|
||||||
// Start is called before the first frame update
|
|
||||||
void Start()
|
|
||||||
{
|
|
||||||
inputHandler = FindObjectOfType<InputHandler>();
|
|
||||||
if (inputHandler == null)
|
|
||||||
{
|
|
||||||
gameObject.SetActive(false);
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
foreach (Command command in inputHandler.Keymap)
|
|
||||||
{
|
|
||||||
ControlCard card = Instantiate(controlCardPrefab, scrollContent.transform);
|
|
||||||
card.Populate(command, rebindMenu);
|
|
||||||
}
|
|
||||||
Close();
|
|
||||||
}
|
|
||||||
|
|
||||||
public void Open()
|
|
||||||
{
|
|
||||||
mainPanel.SetActive(true);
|
|
||||||
inputHandler.enabled = false;
|
|
||||||
}
|
|
||||||
|
|
||||||
public void Close()
|
|
||||||
{
|
|
||||||
mainPanel.SetActive(false);
|
|
||||||
rebindMenu.Close();
|
|
||||||
inputHandler.enabled = true;
|
|
||||||
}
|
|
||||||
|
|
||||||
}
|
|
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assetBundleName:
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@ -1,37 +0,0 @@
|
|||||||
using System.Collections;
|
|
||||||
using System.Collections.Generic;
|
|
||||||
using UnityEngine;
|
|
||||||
using UnityEngine.UI;
|
|
||||||
|
|
||||||
public class RebindMenu : MonoBehaviour
|
|
||||||
{
|
|
||||||
|
|
||||||
[SerializeField] private Text instruction;
|
|
||||||
|
|
||||||
private ControlCard controlCard;
|
|
||||||
|
|
||||||
public void Open(ControlCard keybindCard)
|
|
||||||
{
|
|
||||||
controlCard = keybindCard;
|
|
||||||
instruction.text = $"Enter new key for\n" +
|
|
||||||
$"{controlCard.MyCommand.Description}";
|
|
||||||
gameObject.SetActive(true);
|
|
||||||
}
|
|
||||||
|
|
||||||
public void Close()
|
|
||||||
{
|
|
||||||
gameObject.SetActive(false);
|
|
||||||
}
|
|
||||||
|
|
||||||
//On GUI provides a convenient method to get keycodes through Event data
|
|
||||||
void OnGUI()
|
|
||||||
{
|
|
||||||
if(!(Event.current.isKey && Input.anyKeyDown))
|
|
||||||
return;
|
|
||||||
|
|
||||||
controlCard.MyCommand.Key = Event.current.keyCode;
|
|
||||||
controlCard.Refresh();
|
|
||||||
Close();
|
|
||||||
}
|
|
||||||
|
|
||||||
}
|
|
@ -1,11 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: bd6df0aacf9fc0649996299244764e42
|
|
||||||
MonoImporter:
|
|
||||||
externalObjects: {}
|
|
||||||
serializedVersion: 2
|
|
||||||
defaultReferences: []
|
|
||||||
executionOrder: 0
|
|
||||||
icon: {instanceID: 0}
|
|
||||||
userData:
|
|
||||||
assetBundleName:
|
|
||||||
assetBundleVariant:
|
|
@ -1,92 +0,0 @@
|
|||||||
//GridMovement.cs
|
|
||||||
using System.Collections;
|
|
||||||
using System.Collections.Generic;
|
|
||||||
using UnityEngine;
|
|
||||||
|
|
||||||
public class GridMovement : MonoBehaviour
|
|
||||||
{
|
|
||||||
[SerializeField] private float moveTime = 0.3f;
|
|
||||||
[SerializeField] private AnimationCurve spacing;
|
|
||||||
|
|
||||||
private bool isMoving;
|
|
||||||
private Animator animator;
|
|
||||||
private MapInfo map;
|
|
||||||
|
|
||||||
void Start()
|
|
||||||
{
|
|
||||||
animator = GetComponent<Animator>();
|
|
||||||
animator.SetFloat("y", -1);
|
|
||||||
map = FindObjectOfType<MapInfo>();
|
|
||||||
}
|
|
||||||
|
|
||||||
private void Update()
|
|
||||||
{
|
|
||||||
if (Input.GetKeyDown(KeyCode.W))
|
|
||||||
{
|
|
||||||
Walk(Vector3.up);
|
|
||||||
}
|
|
||||||
else if (Input.GetKeyDown(KeyCode.S))
|
|
||||||
{
|
|
||||||
Walk(Vector3.down);
|
|
||||||
}
|
|
||||||
else if (Input.GetKeyDown(KeyCode.A))
|
|
||||||
{
|
|
||||||
Walk(Vector3.left);
|
|
||||||
}
|
|
||||||
else if (Input.GetKeyDown(KeyCode.D))
|
|
||||||
{
|
|
||||||
Walk(Vector3.right);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
public bool Walk(Vector3 direction)
|
|
||||||
{
|
|
||||||
if (isMoving)
|
|
||||||
return false;
|
|
||||||
|
|
||||||
if (!IsPositionWalkable(transform.position + direction))
|
|
||||||
return false;
|
|
||||||
|
|
||||||
StartCoroutine(WalkCoroutine(direction, moveTime));
|
|
||||||
return true;
|
|
||||||
}
|
|
||||||
|
|
||||||
private bool IsPositionWalkable(Vector3 pos)
|
|
||||||
{
|
|
||||||
if (Physics2D.OverlapPoint(pos) != null)
|
|
||||||
return false;
|
|
||||||
|
|
||||||
if (map != null)
|
|
||||||
{
|
|
||||||
return map.IsPositionInBounds(pos);
|
|
||||||
}
|
|
||||||
|
|
||||||
return true;
|
|
||||||
}
|
|
||||||
|
|
||||||
private IEnumerator WalkCoroutine(Vector3 direction, float duration)
|
|
||||||
{
|
|
||||||
Vector3 from = transform.position;
|
|
||||||
Vector3 to = from + direction;
|
|
||||||
|
|
||||||
animator.SetFloat("x", direction.x);
|
|
||||||
animator.SetFloat("y", direction.y);
|
|
||||||
animator.SetFloat("speed", 1f);
|
|
||||||
if (duration < float.Epsilon)
|
|
||||||
{
|
|
||||||
transform.position = to;
|
|
||||||
yield break;
|
|
||||||
}
|
|
||||||
|
|
||||||
isMoving = true;
|
|
||||||
float aggregate = 0;
|
|
||||||
while (aggregate < 1f)
|
|
||||||
{
|
|
||||||
aggregate += Time.deltaTime / duration;
|
|
||||||
transform.position = Vector3.Lerp(from, to, spacing.Evaluate(aggregate));
|
|
||||||
yield return null;
|
|
||||||
}
|
|
||||||
isMoving = false;
|
|
||||||
animator.SetFloat("speed", 0f);
|
|
||||||
}
|
|
||||||
}
|
|
@ -1,11 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: bdd6baffed6b79b48bb8cf0161756493
|
|
||||||
MonoImporter:
|
|
||||||
externalObjects: {}
|
|
||||||
serializedVersion: 2
|
|
||||||
defaultReferences: []
|
|
||||||
executionOrder: 0
|
|
||||||
icon: {instanceID: 0}
|
|
||||||
userData:
|
|
||||||
assetBundleName:
|
|
||||||
assetBundleVariant:
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|
@ -1,31 +0,0 @@
|
|||||||
//InputHandler.cs
|
|
||||||
using UnityEngine;
|
|
||||||
using System.Collections.Generic;
|
|
||||||
using System.Linq;
|
|
||||||
|
|
||||||
public class InputHandler : MonoBehaviour
|
|
||||||
{
|
|
||||||
|
|
||||||
// SerializeField let's us assign a value in the Unity editor for private variables.
|
|
||||||
[SerializeField]
|
|
||||||
// The character currently being commanded
|
|
||||||
private GridMovement currentActor;
|
|
||||||
|
|
||||||
// A list of all characters in the scene
|
|
||||||
private List<GridMovement> allActors;
|
|
||||||
|
|
||||||
// Variables for binding commands to input and executing commands
|
|
||||||
public List<Command> Keymap = new List<Command>(); // keycode to command mapping
|
|
||||||
|
|
||||||
// Use this for initialization
|
|
||||||
void Awake()
|
|
||||||
{
|
|
||||||
// TODO: Add movement commands to the list
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
void Update()
|
|
||||||
{
|
|
||||||
// TODO: Loop through all commands and execute them on correct actor via correct key press.
|
|
||||||
}
|
|
||||||
}
|
|
@ -1,11 +0,0 @@
|
|||||||
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|
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externalObjects: {}
|
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serializedVersion: 2
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executionOrder: 0
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|
||||||
icon: {instanceID: 0}
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|
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|
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||||||
assetBundleName:
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assetBundleVariant:
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|
@ -1,28 +0,0 @@
|
|||||||
using System.Collections;
|
|
||||||
using System.Collections.Generic;
|
|
||||||
using UnityEngine;
|
|
||||||
|
|
||||||
public class MapInfo : MonoBehaviour
|
|
||||||
{
|
|
||||||
|
|
||||||
[Header("Map Bounds")]
|
|
||||||
public Vector2Int MaxCoordinate;
|
|
||||||
public Vector2Int MinCoordinate;
|
|
||||||
|
|
||||||
public bool IsPositionInBounds(Vector3 pos)
|
|
||||||
{
|
|
||||||
return pos.x <= MaxCoordinate.x &&
|
|
||||||
pos.x >= MinCoordinate.x &&
|
|
||||||
pos.y <= MaxCoordinate.y &&
|
|
||||||
pos.y >= MinCoordinate.y;
|
|
||||||
}
|
|
||||||
|
|
||||||
public Vector3 ClampPosition(Vector3 pos, Vector2 border)
|
|
||||||
{
|
|
||||||
return new Vector3(
|
|
||||||
Mathf.Clamp(pos.x, MinCoordinate.x + border.x - 1, MaxCoordinate.x - border.x + 1),
|
|
||||||
Mathf.Clamp(pos.y, MinCoordinate.y + border.y - 1, MaxCoordinate.y - border.y + 1),
|
|
||||||
pos.z);
|
|
||||||
}
|
|
||||||
|
|
||||||
}
|
|
@ -1,11 +0,0 @@
|
|||||||
fileFormatVersion: 2
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guid: b1d98edaef7b5584b901e896b9884397
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|
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|
||||||
executionOrder: 0
|
|
||||||
icon: {instanceID: 0}
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userData:
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